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- #ifdef GL_ES
- precision highp float;
- #endif
- // Samplers
- varying vec2 vUV;
- varying vec4 vColor;
- uniform vec4 textureMask;
- uniform sampler2D diffuseSampler;
- #ifdef CLIPPLANE
- varying float fClipDistance;
- #endif
- void main(void) {
- #ifdef CLIPPLANE
- if (fClipDistance > 0.0)
- discard;
- #endif
- vec4 baseColor = texture2D(diffuseSampler, vUV);
- gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;
- }
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